Fisk University Creates a Virtual Human Cadaver Lab Using the ENGAGE Social VR Platform

Fisk University, a private, historically Black university located in Nashville, Tennessee, will launch a virtual human cadaver lab for its pre-med and biology students this fall. The cadaver laboratory will use the social VR platform ENGAGE, in a partnership with Fisk University, HTC VIVE, T-Mobile, and VictoryXR (an educational content creator company using ENGAGE as a platform).

According to the official news release:

Inside the lab, students will examine the internal organs of various human systems, and the professor can even remove the organs from the body and pass them around for students to hold and open. Students will have the ability to enlarge the organ to a size large enough where they can even step inside to better learn how it works. In addition to organ systems, the cadavers will also include complete skeletal and muscle structures.

“With this cadaver lab, our pre-med students will no longer need to rely on other universities for advanced anatomy and biology classes,” said Dr. Shirley Brown, Dean of Fisk University. “Virtual reality technology takes our university to a level equal to the most advanced schools in the country.”

In the past, Fisk University has not purchased cadavers due to the high cost and maintenance. But with a virtual cadaver lab, the university can offer state-of-the-art scientific learning that’s affordable and easy to maintain. Virtual cadavers do not degrade, and over time additional specialties can be added to the software such as surgical procedures, comparative learning between human and animal as well as microbiology at the cellular level.

Here’s a two-minute promotional video for the project:

Tony Vitillo (a.k.a. SkarredGhost), an Italian man whose blog, The Ghost Howls, often has reviews of products and interesting news reports about the VR industry, paid a visit to the virtual laboratory and reported:

The…costs to own a cadaver lab is in the order of magnitude of millions of dollars. Not all universities can afford that. There is at the moment a slightly better alternative, that is using ultra-realistic synthetic cadavers, that are also able to simulate some motions of the human body (e.g. the heart pumping), but the cost of each one of them is $60-100,000. This means that to own them a university must invest much money anyway.

We all know that virtual reality can replicate real objects pretty well, so VictoryXR had the idea of trying to reproduce a cadaver lab in virtual reality: apart from the fixed cost for the 3D elements, this laboratory would scale pretty well with the number of students and would need almost no maintenance cost. This is a very smart solution to make education more accessible for medicine students. Thanks to this, many more universities would be able to afford to have a virtual cadaver lab, even in non-wealthy countries. We always talk about VR being able to democratize education, and this is one bright example of how it can do that.

Students assemble a skeleton puzzle in Fisk University’s virtual human cadaver lab

Tony came away from his brief demo favourably impressed:

I had just a short demo with the virtual lab, and I think that it is a good start for Fisk University and VictoryXR. I don’t think that at the moment it can replace the real experience with a cadaver because you miss all the tactile sensations, the weight, and also the creep of having a real organ in your hands. But it can be a good substitute to start learning about the human body, to observe the organs in detail, to start getting confidence with having a bone or a part of the body of someone else in your hands. It could be able to offer a good course, and after that, maybe the students can have just a few final lessons with real corpses in another location. It is a good way of giving value to many medicine universities not only in the U.S. but in the whole world, especially the ones that can’t afford to have real or synthetic cadavers for tests.

What impressed me the most is the potential that this solution can have in the future. There are things that VR can give to students that are hardly possible in real life. The fact that you can enter with your teacher inside an organ and examine it both at macro and micro level is one amazing thing for instance. The possibility of organizing minigames (like the puzzle) that are engaging and improve the learning efficiency via interactivity is something that VR enables and that would be too creepy to do in real life. The possibility of doing many simulated surgeries on the cadavers with the possibility of repeating every operation at no additional cost is another cool thing. 

Studying the muscles of the human body in ENGAGE

Thanks to Chris Madsen/DeepRifter of ENGAGE for the heads up, and Tony Vitillo/SkarredGhost for his report and pictures! You can read Tony’s review in full here, and I strongly recommend you follow his blog as well as my own!

Teaching an Indigenous Language Using Social VR at Georgian College

Maryam Ismail, a student in Georgian’s Anishnaabemowin and Program Development program, wears a VR headset (source)

I really think the format has improved my learning…After COVID-19, I can’t wait to go back to school, but keeping VR would add so much to the curriculum. I think it should be part of the curriculum.

—Maryam Ismail, a Georgian College student

Rob Theriault, who is Immersive Technology Lead at Georgian College in Barrie, Ontario, Canada, and president of the Canadian Chapter of the Immersive Learning Research Network, has worked with staff and faculty from Indigenous Studies to create an immersive Indigenous Language House that’s providing students in the college’s Anishnaabemowin and Program Development program a unique and fun way to connect to Anishnaabe culture through language.

Anishinaabemowin (also called Ojibwemowin, the Ojibwe/Ojibwa language, or Chippewa) is an Indigenous language, spoken in Manitoba, Ontario, and Quebec.

Some examples of Anishinaabemowin words and phrases

Georgian College reports:

The inspiration for one of the early pilots came from a session Rob attended on English as a second language. People were learning to order food inside a virtual coffee shop. He knew this approach would be a perfect fit for Georgian’s Indigenous language program. Michele O’Brien, program coordinator for all Indigenous programming, was quick to see the potential benefits.

The first module of language lessons in the program is based around the home. Using AltspaceVR, Rob built a house and furnished it and put information buttons on all the items in the house. Faculty member Angeline King and Elder Ernestine Baldwin translated a word list for everything so that when a student clicks on the button, the Anishnaabemowin word pops up.

The program has proven so successful that Jonathon Richter, CEO/President of the Immersive Learning Research Network (iLRN)…invited Michele and Angeline, along with other Indigenous groups, to attend a panel during the iLRN World Conference 2021 for a session on the iLRN House of Language, Culture, and Heritage – Teaching Native Language and Culture Using XR.

I am not allowed to embed the video from the iLRN 2021 conference on this blog, but you can watch it here on YouTube (it’s about an hour long).

In addition to AltspaceVR, the program has used the educational social VR platform ENGAGE. From a press release:

There is also a second house using the Engage software which includes voiceover translations with either King, Baldwin or another faculty member Mitchell Ackerman providing the pronunciation.

Georgian College is among a few schools in the world to offer Indigenous language education in an immersive virtual reality (VR) environment. (image source)

Georgian College is also making the virtual reality assets they’re building for language learning open source, so that they can be used by other Indigenous programs across Canada and around the world (please contact Rob Theriault for more information).

ENGAGE Announces a New Social VR Platform, ENGAGE Oasis

We want ENGAGE Oasis to be the LinkedIn of the metaverse.

—David Whelan, CEO, VR Education

VR Education, the Waterford, Ireland-based company that makes the educational social VR platform ENGAGE, has been doing well lately! Last year, they reported that revenue jumped 43%, to €1m (US$1,188,380). And the company just announced that they had successfully raised US$10 million in venture capital.

They’re also launching a new social VR platform called ENGAGE Oasis, aimed at the corporate market (a market segment that I like to collectively call YARTVRA: Yet Another Remote Teamwork Virtual Reality App):

Inspired by the VR simulation known as OASIS in the book and film ‘Ready Player One’ ENGAGE Oasis will be an always on, fully persistent virtual world, where ENGAGE clients can meet and sell products and services directly to each other. Designed for business professionals, corporations, young professionals, and college students, it is best seen as a cloud-based digital city where actual business can be done. Employees from the world’s largest corporations can connect with each other to generate new business ideas and deliver value to their respective organisations. ENGAGE Oasis aims to be an opportunity for corporate users to expand their customer base and provide immersive services at a reasonable price.

All the avatars and virtual locations will be tailored for professional users, and guidelines will be set by the owners of each sector. There will be no limits on digital artists or corporations regarding the virtual building blocks and styles used, allowing for unlimited branding opportunities. As part of this metaverse, a new marketplace will become available for
corporations and digital artists to sell digital items and provide services using non-fungible tokens, fiat currencies and
cryptocurrencies.

Now, as many long-time readers of the RyanSchultz.com blog well know, Auntie Ryan has OPINIONS… 😉

So I am going to go on record to say that “ENGAGE Oasis” is a terrible, TERRIBLE name, and I hope that VR Education changes it before launch! Everybody wants to jump on the Ready Player One bandwagon, it seems; this is the THIRD virtual reality platform that I know of that is called Oasis (here’s the first one; here’s the second one) .

As I have written before:

Another big problem with Oasis? As I mentioned earlier, it’s almost impossible to find this game on Google, due to so many other unrelated hits you get from searching on “Oasis”. Search on “Oasis VR” or “Oasis game” and you get the Ready Player One-branded experience by VIVEPORT, or the Chinese game company….Frankly, Oasis is a TERRIBLE name for a virtual world. It’s just too common a name for too many other things on the Internet.

Now, branching out from the profitable educational market (ENGAGE has gained 100 customers in just 2 years!) to launch a corporate cousin is a very savvy move by VR Education. They already have a viable, popular social VR platform, and it’s likely that those features which set ENGAGE apart from the competition (notably, three-dimensional recording and replaying of content) will make it into the Oasis product.

Other platforms, such as Breakroom by Sine Wave Entertainment (the makers of Sinespace), have seen great success recently, capitalizing on the unfortunate situation caused by the global coronavirus pandemic, selling to corporations and hosting virtual alternatives to real-life events such as conferences and training sessions. And I’m quite sure VR Education is also hungering for a slice of that pie!

VRScout reports:

“If Rec Room and Roblox are the TikTok and Twitch of the metaverse, we want ENGAGE Oasis to be the LinkedIn of the metaverse,” said David Whelan, CEO of VRE, in an official release. “We think that young professionals, corporations, digital artists, and service providers will love all the opportunities being part of the metaverse will lead to. With the pandemic and climate change causing businesses to rethink how they interact externally and internally, the virtual world provided by ENGAGE Oasis has the potential for exponential growth.”

ENGAGE is already a leader in the world of virtual communications, and our growing client base and proven technology underlines our belief that we can become the leader in the corporate metaverse. We look forward to updating the market on our progress, including launch partners, in the coming months.”

For more information on ENGAGE, visit their website, or follow them on social media: Facebook, LinkedIn, Twitter, and YouTube.

The Perks of Virtual World/Social VR Premium Memberships: Are They Worth It? What Do You Get?

Second Life (which I still consider to be the perfect model of the mature, fully-evolved virtual world that the companies creating the newer social VR platforms would be wise to study) has two levels of membership: Basic (free), and Premium. How Premium membership in Second Life works: for US$99 a year (or $32.97 quarterly, or $11.99 monthly), you get a set of benefits and perks over free, Basic user accounts:

Second Life Premium Membership (source)

VRChat is another platform that decided to offer a comparably-priced paid premium membership level last December, called VRChat Plus (which I first wrote about here). Now, upon first reading of the perks such a membership would offer me (see below), I was less than impressed (probably because I have been spoiled by all the goodies Second Life Premium memberships offer me in comparison).

Among the (relatively) small number of features for VRChat Plus users is the ability to set a user icon to display in a circle next to your user name:

But in conversation with Voices of VR podcaster Kent Bye last night via Zoom, he raised a point that I had hitherto failed to consider, Given my well-documented, one-man, scorched-earth campaign against Facebook and Oculus for, among other things, forcing Oculus headset users to get Facebook accounts and their toxic advertising-based business model which scrapes and strip-mines users’ personal data, why would I not support an alternative way for VRChat to earn a profit?

I stopped to think of what VRChat would be like with Facebook-like advertising, and I positively shuddered in revulsion. So this evening, I pulled out my credit card and ponied up for a VRChat Plus membership (US$99.99), so I now have the familiar “red Ryan” logo displayed next to my username in world (which has sort of become an icon for my brand, as I use it everywhere else, too). If it helps other users in VRChat recognize who I am, then I think it’s worthwhile.

My familiar “red Ryan” user icon

So, I have decided to do a quick survey of the major social VR and virtual world platforms, and find out whether or not they offer a paid premium service, and if so, what you get for your money.

Second Life

My alt Moesha Heartsong, sitting on the porch of her lovely Victorian Linden Home on the continent of Bellisseria (one of the many nice perks you get with your Second Life Premium membership)

Second Life Premium membership (currently priced at US$99 a year) offers you the following benefits:

  • A weekly L$300 stipend (basically enough to buy a nice outfit or pair of shoes for your avatar every week)
  • A L$1,000 sign-up bonus for first-time Premium users (can only be used once)
  • Priority entry when regions/sims are full of avatars (in other words, if a Basic user and a Premium user both try to get into a packed sim at the same time, the Premium user gets priority; this comes in handy at crowded shopping events, and I have made use of this perk often!)
  • A 1024m² virtual land allotment for use towards a nice starter Linden Home or a parcel on the Second Life mainland; this is another benefit I do take advantage of!
  • Expanded live-chat customer support (which I have used on occasion!)
  • Premium virtual gifts (frankly, kinda useless to me)
  • Exclusive access to Premium areas and experiences (such as building sandboxes)
  • Increased cap on missed IMs (which I never use)
  • Increased group membership limits (I make use of my groups ALL THE TIME! A freebie fashionista can NEVER have too many free group slots for store groups, freebie groups, etc. Basic accounts have 42 group slots, but Premium has 70;)
  • Voice morphing (never used it, myself; most SL users never use voice, anyways)
  • UPDATE 11:36 p.m.: Animesh (animated mesh) creator Medhue tells me that SL Premium members can attach two animesh items (e.g. pets such as Medhue’s delightful animesh cihuahua), while Basic members can only attach one.

Basically, I have three Premium accounts, with two lovely Linden Homes between them (which I think is the major benefit of a Premium membership). More group space and priority access to overcrowded sims are also perks I tend to use a lot.

Sansar

Sansar offers three levels of premium subscriptions (unchanged from when Linden lab owned the platform), which give you:

  • A 45-day free trial of the Marvelous Designer software (used to create avatar clothing in Sansar)
  • Purchase discounts on Marvelous Designer for when you do decide to buy it
  • An increase in the number of Sansar worlds you can create (frankly, I’m not sure most people bother beyond the free Basic account, which lets you create up to 25 worlds)
  • Expedited user support options

Sinespace

The Unity-based Sinespace virtual world/social VR platform, created by Sine Wave Entertainment, offers a truly overwhelming number of Premium levels to choose from:

Premium users can create larger regions/worlds, have a larger number of regions active at one time, and get priority support and user-created content processing and approval, among other benefits.

AltspaceVR

Surprisingly, Microsoft-owned AltspaceVR doesn’t seem to offer any premium accounts (that may change in the future, though).

VRChat

VRChat Plus offers you the following perks (with more promised soon):

  • A nameplate icon: With VRChat+, you can personalize your nameplate with an icon you create! Snap a pic in VRChat or upload your own image on our website.
  • You can send a picture with an invitation to a friend to join you at your location
  • Free slots for up to 100 favourite avatars (as opposed to 25 for basic users)
  • “A limited edition VRCat Badge to display on your profile” (Really? Really?!??)
  • A higher trust ranking in VRChat’s Safety and Trust System

As I said up top, this list is a bit sparse, especially compared to what Second Life offers (and yes, you can be an anime girl in SL, just as easily as you can in VRChat!), but of course, there’s zero VR support in Second Life.

Rec Room

Rec Room offers something called Rec Room Plus at US$7.99 a month, which includes the following benefits:

  • You get 6000 tokens (r6000) monthly, delivered in installments of r1500 per week
  • One four-star gift box per week
  • A 10% discount in Rec Room stores that accept tokens
  • Exclusive access to the RR+ section of the item store
  • 100 saved outfit slots
  • The ability to sell premium inventions/keys for tokens

NeosVR

NeosVR uses Patreon levels to hand out perks to various levels of paying users (more info). For example, at my current “Blade Runner” level ($6 per month), I get:

  • Access to private channels on the official Discord Server
  • Patreon supporter badge in Neos
  • Early access to Linux builds
  • Early Access to Patreon only content (exclusive experiences, work in progress experiences before they’re public)
  • A Neos Mini account with 25 GB of storage
  • Your name in the stars! (your name will appear in the sky in the Neos hub)
  • 30 Neos Credits (NCR) monthly, accumulates

(Note that there is an even less expensive level, the “Agent Smith” level, at just $1 a month. Please check out the NeosVR Patreon page for more details.)

ENGAGE

The ENGAGE educational/corporate/conference social VR platform offers a free, “lite” version, and a premium, “plus” version for €4.99 a month, which gives you space to save your presentations, among other benefits. (They also offer enterprise and educational rates on request.)

Blockchain-Based Virtual Worlds (Cryptovoxels, Decentraland, and Somnium Space)

Of course, the various blockchain-based virtual worlds sell everything using whatever cryptocurrencies they support (for example, a custom, non-randomly-generated avatar username in Decentraland will set you back 100 MANA, Decentraland’s in-world cryptocurrency (which is about US$36 at current exchange rates). It’s just a completely different model than the “freemium” ones offered above.


Thanks to Kent Bye for giving me the idea for this blogpost!